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Recent posts by
DMcCoy1693:
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Zombieneighbours wrote:
As a player of a non-evil necromancer i can but say, Pish-posh. I think it is neither original or new, but rather steeped in literary tradition and gothic romance. It is a nod of the head to hollow one, euthanatos, Foxglove form Death: The Time of Your Life, Dr. Frankenstien, 19th century spiritualists and many other cool thing. And I am still the only person i know personally who has played one in DnD, so i am happy with that.
"Here here!" says Lyle Proudbarrel, a LG Halfling Necromancer (that hates undead, but is really good at his job), a previous character of mine.
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Lokie wrote:
So... anyone with Catch-off-guard and a torch... is a troll killer.
Catch-off-guard makes you proficient with improvised weapons. A torch is a one-handed improvised weapon that deals damage as a gauntlet of its size.
You could deal 1d3 (medium torch) + STR and 1/2 damage + 1 fire if you just two-handed a torch.
or
Use two-weapon fighting + Catch-off-guard and Double Slash with a torch and another weapon... say a dagger as a light weapon.
Well, Troll + cracked out CMB for sundering = bye bye torch, no more 'troll-killer' and shortly there after, human flesh for lunch.
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yoda8myhead wrote:
You want New Jersey? I don't think anyone's going to fight you for that one. Have fun!
Steev42 wrote:
I for one welcome our new Kobold overlords.
...
What? Jersey could benefit from Kobold rule, I think.
Mairkurion {tm} wrote:
Give Newark and the tollway to the kobolds, but leave its many bucolic scenes to the fey and other good creatures.
Abraham spalding wrote:
The truth ain't hate.
[slight threadjack]
Hey, if you guys all live in New Jersey, send me an email at "dale c mccoy jr AT hotmail DOT com" (without the spaces) and lets see if we can get a game together.
[/slight threadjack]
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Link
My Pathfinder Development Blog wrote:
One thing that always bothered me about D&D is that I have seen few characters have any faith beyond those of clerics. There have known a few to buck the trend (some of whom I have played), but the large majority I have known only gave thought to religion during character generation, choosing the obvious choice (i.e. dwarf character takes the main dwarf god, druid choosing the nature god). To help build the role playing aspect of this, what appears to be my first product for the Pathfinder Role Playing Game will help the non-Cleric to make their faith an integral part of their life.
Looking back at the long history of characters I have played, the one that I remember the most fondly were the ones with some major contradiction or non-obvious mashup of ideas. Among them was a fighter that worshiped the god of magic. He came from a family of wizards and wished to be a wizard himself, but was never smart enough to study the arcane arts. That internal conflict kept him interesting and memorable.
In Book of the Faithful I: The Power of Prayer, we explore ways for faithful followers of a deity to tap into a small bit of that divine power without multiclassing. We do this through a familiar mechanics: feats. Prayer Feats, the specific type of feats detailed within, gives a follower a daily reward for faithfully praying to their deity. Whenever a cleric prayers for their spells, the faithful follower must also make a short prayer, not nearly as long or intricate as the cleric. And for that prayer, the god rewards the character one time during the day at a time of the god's choosing, not the character. In game terms, the player chooses when to use the power of the feat at whatever time they feel is most opportune.
Unlike clerics which may choose the majority of their spells from a large collective pool of spells, a god can only grant prayer feats based on the domains the deity may grant their clerics. Below are two that appear in Book of the Faithful I:
Shield of Divine Gust (Prayer)
The gods of air blow a single strike from you.
Prerequisites: Worshiping a deity with the Air Domain
Benefit: Against a single ranged attack per day, you gain a divine bonus to your armor class equal to (1/2 your character level). When multiple ranged weapons work off a single attack roll (such as a Manyshot attack), they count as a single attack.
Vine Skin (Prayer)
The gods of plants make you the protection of a plant against the elements.
Prerequisites: Worshiping a deity with the Plant Domain.
Benefit: Against a single blow per day, you gain resistance to either electricity or fire equal to (1/2 your character level). You may decide to use this and which energy type after a successful attack roll but before damage is rolled.
Upon first glance, these feats may appear overpowered, but they are balanced by the fact these can only be used one time per day. It is the difference between the Maximize Spell feat (which requires the spell occupy a higher spell slot) and the Sudden Maximize Spell Feat (which did not require a higher spell slot but could only be used once per day) from the "Complete" series of book series. In the same way, this gives the character the feeling of being touched by their god without breaking the game.
Questions? Comments?
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Jon Brazer Enterprises wrote:
Brand new this month from Jon Brazer Enterprises, the First Name in Foreven, comes four all new exciting d66 list of random names and items. Each list provides you with possibilities for getting you out of a tight situation and giving your players food for their imagination.
This month, we bring you four all new lists:
d66 Space Station Names
d66 Planet's Main Industry
d66 Ship Quirks
d66 Mercenary Company Names
Check them out now and see what your imagination can do.
Jon Brazer Enterprises specializes in Traveller-based RPG products. Check out our other products at our PDF store and our Digital Print Store. Jon Brazer Enterprises - We Bring You the Future.
“Traveller” and the Foreven logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission. The Traveller Main Rulebook is available from Mongoose Publishing.
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Lyingbastard wrote:
I don't think I understand what that means, which I suppose might be what you're talking about,
Exactly. If there is one thing that I have learned about female gamers is that us male gamers really do have little clue about the female experience unless we're shown just how little we know. I have been shown enough to see that little is expressly designed from the ground up to help encourage the female experience.
(Disclaimer: I am by no means claiming to be an expert on women. As I said above, I"m relying heavily on my gf to make sure the appropriate tone is hit.)
Lyingbastard wrote:
Besides, in making a race that represents "the female experience", you used the character of *Cordelia Chase* as a model? A shallow, somewhat vapid pretty girl of dubious talent (even her friends thought she was a bad actress) who gets caught up in major events but usually relies on other people to save her? For an entire race?
That's... a concept. I think I'm not really getting it
That one way of looking at Cordelia. Here's another: Whats the difference between Cordy and Buffy? Buffy's the slayer. Otherwise, they're identical. Before Buffy was the slayer, she was a popular cheerleader that dated only the hottest guys with the best cars and slacked off right and left. Had she not been the slayer, she never would have given Willow/Zander the time of day and would have competed with Cordy for the most popular girl spot. Her slayerhood sent her to the bottom of the popularity food chain and was forced to stay with Willow/Zander for any type of friendship. To put Buffy in game terms, she's at least level 12 of an incredibly broken class; Cordy by contrast started out in the early seasons around level 1. With little for the class to focus on as such a lower level, race makes a larger difference and is easier to use her as a model for such a race.
Lyingbastard wrote:
but it just seems like kind of a fix to a problem that isn't there.
Its a fix to a problem that most men fail to recognize. But that does not mean that it is not there.
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Link to Minor Race Development Blog: Half-Dryad
Blog Entry wrote:
This is the first what I hope will be an every other week blog entry. Basickly its going to be taking about the development of whatever it is I happen to be working on for the Pathfinder Role Playing Game. The poll showed the highest interest in Races and Monsters. So lets start with Races since I was working on that earlier this year with only the beta as a guide.
One of the problems that I never felt was really answered was, "There is no race that just scream, 'This race is for women!'" Sure there's the elf/half elf, but neither of these possess the grail-shaped light over their heads to draw in the female gamer. Well with some wonderful inspiration from my girlfriend and the Buffy the Vampire Slayer marathon we're both enjoying thanks to netflix, I found the perfect female to base a race off of: Cordelia. She's social, kicks ass when necessary, a survivalist, possesses indepth knowledge of certain aspects of life, and makes witty remarks. Granted she's not very knowledgeable about many other aspects of life. Oh well. So I leaf through the Monster Manual to find some base of reference for a Cordy-like race. Succubus? No! Not going there ... yet. Dryad is cool. ... The whole "cannot be more than 300 yards away from their tree" thing makes it a major no go. ... How about a half-dryad? Hmmm, potential! I mean what human moral-less man wouldn't want to be with an elf-looking woman that can't follow him back home and find out he's married. Plus they can entangle at will. That's wrong on so many levels, but I think it could work.
So what should a Cordelia-themed half-dryad race have at its disposal. Entangle as a spell like ability would be quite dryad themed. Then there Cordy's native survivalist abilities and she's highly social. Con and Cha and Survival skill bonuses. Definitely an Int penalty. Definitely. She's going to need a natural armor bonus (+1) since she's part dryad and other fey qualities like low light. Maybe the natural armor could be a feat, to keep the race balanced. I'll have to playtest that some. I think that about wraps up the crunch.
How about the fluff? Well they have a Cha bonus so they're pretty and social. They like to make themselves the center of attention. Definitely a Cordelia trait. They can leave the woods and leave their parent stuck at an oak tree. Probably grew up with little change of scenery, except when getting away from the parent. So no matter where they go, they're seeing a whole new world. New possibilities lay before them where ever they go. Sounds like the perfect adventurer race to me. What else?
What about restricting their sorcerer bloodlines to fey only? They can certainly be destined, so keep that one allowable. Well it is possible that their human parent had some infernal or draconic influences. They're fey should overpower such shouldn't it? Possibly, but (to use a cooking metaphor) I don't need to add alot of garlic or oregano to greatly influence the taste of spaghetti sauce. So I think the others should be allowable. Must think more on this.
Please feel free to comment on this. Tell me what you think of this race?
Give it a read and share your thoughts.
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Pax Veritas wrote:
Hey DM Jeff, how have you been? I've never owned the original Toolbox, although I see, printed in 2002, it might still be of great use as compatible with 3.x games including Pathfinder RPG. I see the new one advertised as "continuing" where the last one left off. What I'd like to know from you is whether the new one includes all of the previous data updated for v.3.5 gaming? Is one in the works and should I wait? Is alderac going Pathfinder RPG? Or, should I just pick up both books now?
Thanks.\
I was one of the writers on Ultimate Toolbox. UT is completely crunchless. While Toolbox had some monster stats in there, UT contains none at all. This make UT useful for D&D 3.x, 4E, PFRPG, True20, RuneQuest, Fudge/Fate, WEG d6 Fantasy or any other fantasy RPG. UT is a book of fluff. It builds the world, makes a dungeon unique, gives you some way to this pirate different from the last 10 you encountered, etc.
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Copied from ENWorld.
Tricky Owlbear wrote:
Abbey of the Golden Sparrow is the first in our line of “locale” supplements featuring information for players and Game Masters alike. Locales are places of interest that can be dropped into any fantasy campaign that help bring the setting to life for the already harried GM. Abbey of the Golden Sparrow is designed especially with an eye toward monk characters but there is no reason that another character class might not be living at or visiting the abbey (or make use of many of the new rules presented). No matter the class, players using this text will be able to give their characters that much more background which only enhances the roleplaying experience. Likewise, GMs will find plenty of plot hooks and adventure ideas that can occur either inside the abbey or outside, using the locale as a springboard for adventures nearby.
The supplement begins with a short narrative describing the typical life of an initiate at the abbey. This is followed by the locale’s physical description, history, two local myths, and sample doctrines. Then we get to the rules. New feats as well as new character traits are featured. Following these are a new special material (obsidian), three new magic items, and two signature NPCs of the abbey. In short, you get a grab bag of material that can be used together or separately without hindrance.
This 17-page Pathfinder-compatible pdf is available from OBS, YourGamesNow, and (soon) from Paizo for $4.95!
Let me just say that as the author (I CAN FINALLY TALK ABOUT THIS!!! I've been bottled up about this for like 6 months and now I can finally talk!!!) *ahem* let me just say that this was an exceptionally fun project to work on. I enjoyed it and when I read my copy of it, I actually shed a tear because of how proud of it I am.
So go check it out.
Dale C. McCoy, Jr.
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Darrin Drader wrote:
This is a win for gaming, and this is significant. For the past decade I've been concerned that the "only game in town" existed under an extremely large and uncaring corporate entity (even if I for a time worked for said entity). After rounds of nonsensical layoffs and corporate decisions that were misguided and just plain mean spirited, I was losing hope that this industry was ever going to re-balance itself and find some of what it enjoyed under TSR at its height. It was my desire to see the game shift to a company that was run by people who actually played RPGs and worried about the state of the game rather than treating it like it was just another one of many expendable brands. That is not to imply that RPGs are not a business and that the people who work in it do so out of pure altruism, but there is spot where good business decisions meet with good products, as well as the proper respect for the game, the people who originally brought it to life, and those who have worked on it ever since.
Last year everything changed when Paizo committed to a course of action that some decried as misguided, foolish, and destined to fail. "Who still wants to play third edition?" They asked. Paizo asked for the community involvement to tell them what we were looking for in our game, and for a year we told them. Today we are beginning to see the results of this gambit and they are good. We at last have a strong, viable RPG company that is committed to including the players and the fans. After watching them and their products, and after working with them on several Pathfinder AP pieces now, I can say that Paizo is exactly the company I've been hoping would come along and provide some much needed leadership.
Congrats Paizo! You've come a long way from the jettisoned "Periodicals Department" and I look forward to seeing what's next.
Every single word Darrin said I whole heartedly agree with. Go Paizo Go!
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